• Title/Summary/Keyword: 엔터테인먼트 경험

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Semantic Network of User Experience in Automotive Connectivity Systems: Comparative Analysis of Korean and the US Automakers (전기차 커넥티비티 시스템의 사용자 경험 의미연결망: 한국과 미국의 비교를 중심으로)

  • Choi, Bo-Mi;Lee, Da-Young;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.537-544
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    • 2022
  • As the penetration of electric vehicles and development of new models, user experience factors are getting more important in designing connectivity systems for car infotainment services. The primary object of this study is to identify commonalities and differences by comparing user experience factors in the Korean and US electric vehicle markets. This study derived connectivity keywords by text mining the vehicle introduction on the market in each country, and performed centrality, cluster analysis and visualization mapping using the semantic network analysis. As a result, the Korean new electric vehicle connectivity service mainly focused on driving functions such as driving, parking assistance, and charging, while US focused on device connection, convenience function control, app use, entertainment viewing. Based on the analysis, this study presented the practical implications in marketing, system design, and HMI design.

A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

Focus Group Interview(FGI) Study on 'K-Edu' Experienced by School Teachers In COVID19 (코로나19에 대응하며 현장교사들이 경험한 'K-교육'에 대한 FGI(Focus Group Interview) 연구)

  • Choi, Sung-Kwang;Choi, Mi-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.179-189
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    • 2021
  • As the school was in crisis due to the COVID-19, e-Learning was extended. Although it was difficult for everyone, e-Learning were stabilized with the enthusiasm and efforts of school teachers. Online education in Korea, called 'K-edu' is being promoted by school teachers in COVID19, and is considered an important area of future education beyond the post corona. Therefore, analyze the meaning of K-edu experienced by school teachers, studying changes in the educational paradigm in the Post-COVID era is very important in establishing the direction and content of future education. In this study described the K-edu experienced by school teachers in response to Corona 19 as 'changed daily life of school teachers', 'changes in schools', 'difficulties felt by teachers' and 'proposals for K-edu' through the qualitative research method FGI. Based on this, the characteristics of K-edu that changed through COVID-19 were analyzed as 'expansion of educational space', 'expansion of educational form' and 'highlighting the importance of face-to-face education'. Through this study, we hope that K-Edu led by school teachers will serve as a cornerstone for leading the world beyond Korea.

A Study on Creative Music Drama Teaching Plans for Pre-service Early Childhood Teachers using Piano Ensemble - Focusing on 'Peter & The Wolf' - (피아노앙상블을 활용한 예비유아교사의 창의적 음악극 지도 방안 - 피터와 늑대를 중심으로 -)

  • Park, Joo-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.117-129
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    • 2021
  • Nowadays, the trend of early childhood education has focused on finding educational activities to enhance quality of learning with integrative, learner-centered experience by combining each subject and domain. Pre-service early childhood teacher's music drama activity is a sort of integrated education including literature, instrumental music, play, art and movement that are included in the culture and art for preschoolers to help them understand role and value of the art and directly influence personality and creativity and motive to arouse interest in various learning directly. It's expected to see that development of creative teaching plan for the music drama using piano ensemble could support basic research in integrated educational activity in the teacher training course and also, activate the music drama activity. Research findings and suggestion are as follows. First, the music drama activities are systematically and step-by-step implemented according to the audience according to the cooperative learning and creative plans of pre-service early childhood teachers. Second, if understanding characteristics of casts in the music drama and assigning their roles efficiently, it enhances approach of pre-service early childhood teacher music drama activity and activate it. Third, making music in music drama activities can be composed and arranged to suit the musical literacy and level of pre-service early childhood teacher. Fourth, pre-service early childhood teachers could have integrated experience and evaluation efficiently in the short term to use as reference for the teaching plan and data for the music drama.

The Relationship among Leisure Experience, Exercise flow Adherence of Senior in Fitness Center (스포츠센터 노인 운동 프로그램 참여자의 여가경험과 여가몰입 및 운동만족의 관계)

  • Lee, Seung-Bum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.159-167
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    • 2021
  • The main purpose of this study is to closely investigate the constructive relationship between leisure satisfaction, leisure ability, exercise satisfaction, and consistent motor behavior patterns of the elderly's participation in leisure life sports. In order to achieve this, we surveyed and utilized the sampling of conveniences that selected Yongin and Seongnam city in Gyeonggi-do sports clubs, and accumulated samples of the elderly in living sports. The sample size was 239 elderly people. Based on this, according to the purpose of the study, statistical techniques, spss 23.0, and amos programs were used for analysis. The satisfaction analysis used in the research for a data analysis includes frequency analysis, exploatory factor analysis, confirmatory facor analysis, reliability analysis, correnlation analysis and structure equation model analysis. The research has drawn the following conclusions, based on the above mentioned research method and its procedures: First, it affects the satisfaction of the leisure satisfaction movement. Second, leisure ability affects exercise satisfaction. Third, exercise satisfaction affects the consistent exercise persistence and immersion satisfaction of exercise. As a result, it can be seen that the leisure immersion according to the experience of leisure competence has an effect on the satisfaction of the exercise. As a result, and the continuation of the exercise.

The Effect of Resistance Exercise with Vibration Stimulation on Balance and Gait of Experienced Back Pain Adults (진동자극 저항운동이 허리통증 경험자의 균형과 보행에 미치는 영향)

  • Ko, Min-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.221-230
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    • 2020
  • The purpose of this study was to investigate the effect of resistance exercise with vibration stimulation methods on static balance and gait parameters in experienced back pain adults. This study was Three group pretest-posttest design. A total of 30 experienced back pain adults voluntarily participated in the study. Subjects were randomly assigned to the resistance exercise with 8 Hz vibration stimulation(n=10), resistance exercise with 30 Hz vibration stimulation(n=10), and lumbar stabilization exercise groups(n=10). The static balance and the gait parameters, as such stance phase, swing phase, stride length and cadence, were measured using balance measuring equipment and gait analysis treadmill at before and after 6 week. Intervention of each group were performed, three times a week for 6 weeks, and 30 minutes a day. The effect of intervention on static balance, stance phase, swing phase, stride length and cadence were significantly differences after 6 weeks in each group(p<.05). In the comparison of the effects between the groups, static balance and stance phase were significantly difference after 6 weeks(p<.05), but in the swing phase, stride length and cadence, there were no significant differences. As a result, it is considered that resistance exercise with vibration stimulation improved leg muscle strength by a mechanism causing muscle contraction, and the strengthened leg muscle enhanced had a positive effect on balance ability. And improved balance ability was considered a more positive effect on walking ability by allowing the body to stably control posture while moving.

The Effect of Self-Efficacy and Social Support of Nursing Students During Clinical Practice on Burnout (임상실습에서 간호대학생이 경험하는 자기효능감, 사회적지지가 소진에 미치는 영향)

  • Kim, Hye-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.315-322
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    • 2020
  • This study was carried out to provide basic data for prevention of burnout by measuring levels of self-efficacy, social support and burnout that nursing students experienced during clinical practice and identifying factors influencing burnout. This is a descriptive research targeting 173 junior- and senior-year nursing students in Y area, and data were collected from October 15th to November 4th 2019. For data analysis, frequencies and percentages were calculated, and t-test and ANOVA were conducted along with the Scheffé test as a post-test. In addition, Pearson's correlation coefficients and multiple regression analysis were employed. The study results are as follows. There were significant differences in self-efficacy, social support and burnout depending on grades(t= -2.20, p=.029) and major satisfaction(F=3.62, p=.029) among general characteristics of nursing students. When analyzing correlations among self-efficacy, social support and burnout of nursing students, there was a positive correlation between self-efficacy and social support(r=.214, p=.005), a negative correlation between burnout and self-efficacy(r=-.253, p<.001) and a negative correlation between burnout and social support(r=-.175, p=.021). Major satisfaction(β= -.21, p=.006) had the biggest influence on burnout, and it was followed by self-efficacy(β= -.16, p=.032) and social support(β= -.15, p=.047). The explanatory power of the model was 13.8 percent. In conclusion, it is required to improve university life satisfaction and clinical practice satisfaction and develop programs, which enhance social support and self-efficacy, for preventing burnout of nursing students during clinical practice.

A Design on Experience Space Based on Interactive Storytelling (인터렉티브 스토리텔링을 기반으로 한 체험 공간 디자인)

  • Park, Sun-Ja;Park, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.55-62
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    • 2007
  • 정보통신 기술과 컴퓨터의 급속한 발달은 과거에 불가능했던 많은 일들을 가능하게 하였다. 디지털 기술의 발전은 기존의 추상적인 것을 구체적으로 체험 가능한 것으로 발전시켰으며, 이를 통해 인간은 경험을 확장 시킬 수 있게 되었다. 즉, 인간의 체험, 인식, 가치, 행위가 가상의 공간으로 무한하게 확장될 수 있기 때문이다. 이러한 배경 속에서 현대 사람들은 체험 공간이 현실 세계와는 다른 비일상적 체험과 욕구실현을 구현할 수 있는 공간이 되기를 원한다. 이에 따라서 체험 공간의 논의가 과거의 시각적 정보전달만을 위한 체험 공간이 아닌 정보와 흥미, 체험을 동시에 줄 수 있는 노력들이 요구, 진행되고 있다. 체험 공간에 있어서 엔터테인먼트 적인 요소가 효과적인 방법론으로 제시되고 있지만, 아직도 시청각적 흥미위주의 직선적인 공간의 이야기로 관람자를 일회적인 관람에서 그치게 하고 있다. 매체를 나열식으로 던져 준다고 해서 사람들이 흥미를 느끼거나 몰입을 경험하지는 못한다. 그러기 위해선 인터렉티브 스토리텔링(Interactive Storytelling)의 인터렉티비티한 요소가 체험 공간에서 효과적일 수 있다. 인터렉티비티는 인터렉티브 스토리텔링의 특징 중 하나로, 이와 같은 인터렉티비티 요소들은 관람자에게 다양한 선택과 통제의 기회를 주기 때문이다. 이에 따라서 체험 공간 속에서 관람자는 스스로 매체와 매체간의 반복과 조합을 통해 관람자 개개인이 새로운 시나리오를 쓸 수 있게 되고 체험 공간은 유동적인 공간이 될 수 있게 된다. 따라서 본 연구는 체험 공간이 관람자 스스로가 만들어가는 공간이 되고, 지각적 체험과 정신적 체험까지 경험할 수 있는 체험의 장이 될 수 있도록 인터렉티브 스토리텔링의 가치를 재해석하고자 하였다. 이러한 인터렉티브 스토리텔링이 공간 속에서 의미를 획득할 수 있는지에 대한 연구를 진행하고자 하였으며, 이를 위해 기존의 체험 공간에 대한 연구와 인터렉티브 스토리텔링의 기존 사례를 선행하였다. 이러한 과정을 통해 인터렉티브 스토리텔링이 체험 공간 안에서 사람들에게 일회적인 경험을 주는 것이 아닌 사람들이 직접 그 공간의 스토리를 만들 수 있는 새로운 체험 공간의 가능성을 가지고 있음을 발견하였다. 이에 따라서 월드컵이 열리는 대표적인 도시인 상암동에 한국 소프트웨어진흥원이 주관하여 건설되는 ‘상암 디지털 파빌리온’을 대상으로 인터렉티브 스토리텔링을 기반으로 한 체험공간 디자인을 작품 형태로 기획 되었으며, 기본적인 시나리오 컨셉을 제시하고 공간의 구조도, 체험 과정(Process)등이 제시된다. 이러한 연구는 기존 체험 공간이 직선적인 내러티브에서 벗어나 체험 공간 속 협업의 가능성을 열어주어 새로운 소통의 장을 마련해 준다는 긍정적인 효과를 기대할 수 있다.

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The Effects of Communication Competence, Clinical Competence and Experience of Handover on Self-efficacy of Handover Reporting among Nursing Students (간호대학생의 의사소통능력, 임상수행능력, 인수인계 경험이 인수인계 자기효능감에 미치는 영향)

  • Oh, Hyo-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.321-331
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    • 2020
  • This study was conducted to investigate communication competence, clinical competence and experience of handover which influence self-efficacy of handover among nursing students. The study design was a descriptive survey. A total of 255 students were recruited from nursing departments in G-city. Structured questionnaire was self-administrated from June to September, 2019. The collected data were analyzed using t-test, ANOVA, Pearson's coefficient and stepwise multiple regression. As results of the study, communication competence 57.3, clinical competence 69.8 and self-efficacy of handover was 33.8. Self-efficacy of handover had significant differences in gender(F=4.60, p<.001), age(F=16.72, p<.001), grade(t=-6.39, p<.001), satisfaction of clinical practice(F=3.68, p=.027), education experience about handover(t=26.44, p<.001), experience of handover(t=4.84, p<.001), fear of handover(F=16.97, p<.001), and handover importance of patient's safety(F=6.42, p=.002). Self-efficacy of handover had significant positive correlations with communication competence(r=.249, p<.001) and clinical competence(r=.426, p<.001). In multiple regression analysis, fear of handover(β=-.294, p<.001), clinical competence(β=.252, p<.001), grade(β=.191, p=.001), experience of handover(β=.185, p<.001), gender(β=.150, p=.003), and education experience about handover(β=.126, p=.017) were significant factors of self-efficacy of handover explaining 40.0%(F=29.26, p<.001) of the variables. In conclusion, to enhance self-efficacy of handover for nursing students, it is necessary to develop educational program for increasing experiences of handover, education experience about handover, and clinical competence.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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